Review for the first SIEM Semifinal - PowerPoint PPT Presentation

1 / 32
About This Presentation
Title:

Review for the first SIEM Semifinal

Description:

Sesame Street: Improves school readiness (e.g. alphabet, numbers, ... some of that during the discussion of Sesame Street. ... The 'Sesame Street' approach is ... – PowerPoint PPT presentation

Number of Views:153
Avg rating:3.0/5.0
Slides: 33
Provided by: robert64
Category:

less

Transcript and Presenter's Notes

Title: Review for the first SIEM Semifinal


1
Review for the first SIEM Semi-final
2
Parameters of the 1st Semi-final
  • Will be held during the first half of class on
    April 17 (Thursday).
  • Will be about 3 pages of short-answer questions.
  • Will be a closed-book exam.
  • Will cover chapters in the syllabus from Feb 21
    (Bryant and Zillmann 15) through March 20
    (Reassens and Goldstein 23).
  • Will be followed by several class presentations
    and a small amount of lecture material.

3
Zillmann 15Fisch His Basic Argument
  • If TV can have negative effects (e.g. increase
    aggression), then it also should have positive
    effects.

4
Educational Programs and Content
  • Sesame Street Improves school readiness (e.g.
    alphabet, numbers, conceptual categories, social
    skills).
  • Electric Company Improves reading, particularly
    for the low-end
  • Square One Attitude towards and uses of math and
    problem-solving
  • 3-2-1 Contact Attitude towards and knowledge of
    scientific principles

5
BUT, Learning is specific
  • Fisch mentions lots of other programs Mr.
    Wizard, Bill Nye the Science Guy, etc.
  • But learning effects tend not to be at the
    Media category level and other factors also
    are operating

6
What are the effects of age, viewing frequency,
and initial performance?
7
Sesame Street Results Summary
  • Children gain in sophistication about program
    form with age and experience.
  • Children become able to predict when the boring
    bits are going to occur they will avoid boring
    education if they can manage.
  • All children gain educationally from watching
    Sesame Street.
  • Those who watch more gain more.
  • Those who have high ability want to watch more.
  • Poor children also gain, particularly if their
    mothers know how to reinforce program content.

8
Raessens 6Pensky The Opening Claims
  • Young peoples brains are wired very differently
    due to their having consumed different media.
  • There is brain plasticity. I mentioned some of
    that during the discussion of Sesame Street.
  • But young peoples brains dont have the capacity
    to greatly outstrip evolution.

9
Digital Natives and Immigrants
  • Digital natives grow up on electronic media.
  • Digital immigrants learn them later.
  • But, are people who learn to browse the Web more
    Web literate than the people who invented the
    Internet, bit-mapped graphices, etc.?

10
Two Modes of Information Processing
11
More Pensky 10 Ways Digital Narratives Differ
  • Twitch Speed versus Conventional Speed
  • Parallel versus Linear Processing
  • Random versus Linear Thinking
  • Graphics versus Text First
  • Connected versus Stand-Alone
  • Payoff versus Patience
  • Fantasy versus Reality
  • Play versus Work
  • Technology as Friend versus Foe
  • Attitude

12
What to learn in games
  • How procedural
  • What declarative
  • Why goal
  • Where location contingency
  • When and whether time contingency

13
Components of Coaching
Imaging Naming
Doing
Motivating
Evaluating
Closing
14
Raessens 9Gunter The Range of Claims
  • Game playing displaces contact with other people
    and produces more useful activities and produces
    negative health effects.
  • Game playing leads to computer literacy, more
    healthy lifestyles, and learning of academic
    content.
  • The truth is likely to be more mixed and more
    complex.

15
Addiction and Time Displacement 4
  • In-depth research has indicated, however, that
    although a small proportion of people may show
    signs of game dependency, it is a fairly harmless
    reaction (Shorton, 1989).
  • People with addictions to games may have other
    addictions and have common psychological
    profiles. Eliminating one addiction may lead to
    a persons being addicted to something else.

16
Games and Cognitive Effects 1
  • Learning Effects
  • Computer games can yield positive effects
  • But, is that due to the central educational
    content or incidentally due to uses of computer
    software and hardware?
  • When educational content is incidental
    (exogenous) to games, people learn little of it.
    The Sesame Street approach is more effective.
  • Sometimes both experts and beginners benefit,
    sometimes not (shoulder effects). Sometimes only
    experts gain from instructions (Evolution game).

17
Games and Health 1
  • Physical and Psychobiology
  • Tendons, muscles and nerves can wear other
    repetitive actions can produce similar effects
  • Epileptic seizures probably interaction with
    other variables
  • Social Health Issues
  • Lack of social contact or not?
  • Arcades, homes, multiplayer, etc.
  • Social motivations?

18
Zillmann 10Sparks Bandura's Experiments
  • Setting lab in Palo Alto
  • Sample middle-class kids
  • Materials Bobo doll or Rocky and Johnny movies
  • Aggressive behavior toy choice, kind of play,
    aggression against an "adult human
  • We have covered this sort of thing.

19
Zillmann
  • Experiments on Pornography and Sports
  • R-rated sex produces high levels of arousal and
    aggression (note the restrictions on emotional
    release)
  • Extended pornography viewing produces lower
    inhibition boredom
  • Sports viewing produces arousal

20
Lefkowitz Factors Affecting Aggression
21
What to Conclude
  • Media violence increases viewer violence
  • There are many possible mechanisms
  • Learning techniques, desensitization, arousal,
    etc.
  • There are lots of other factors family and peer
    relationships.
  • There are some mildly studied causes (computer
    games) and unstudied causes (TV news).

22
Zillmann 11Cantor Her Literature Review
  • Everybody is frightened at some time.
  • A few viewers have nightmares and other signs of
    distress extraneous variables?.
  • Some viewers react more extremely when
    fear-inducing media occur at the same time as
    other stress.
  • Fear can be conceived of as a response involving
    cognitions, motor behavior, and excitatory
    reactions that, except under extreme conditions,
    prepare the individual to flee from danger.
    college?

23
Stimulus Generalization
  • Stimulus Generalization transfer of fear from a
    specific danger to similar situations, etc.
  • Fear-inducing factors
  • Dangers and injuries
  • Distortions of natural forms dogs do this
  • Experience of endangerment and fear by others
    empathy, mirror system

24
Developmental Trends
  • Young children fear the visual, and fantastic
  • Young children respond well to visual
    desensitization, but may not respond well to
    verbal coping e.g. rational-emotive
  • Older children and adults fear the
    conceptual/abstract what could happen and
    realistic
  • Older children and adults respond well to visual
    desensitization and verbal coping

25
Cantor and Nathanson 2
  • News fear most often reacted to stories about
    stranger violence (35), news from abroad (32),
    natural disasters (25), or child victims.
  • Younger children were more likely to be
    frightened by natural disaster stories (p lt
    0.001), while older children were reacted more to
    stranger violence (p lt 0.01).
  • Younger children were more likely to express
    their fear that similar events would happen to
    them (p lt 0.05).

26
Raessens 10Griffiths Overview
  • Games can have positive therapeutic value in many
    areas.
  • Most of the studies are of specifically designed
    games, so the effects may not generalize to other
    games.
  • Duh! Learning tends to be very specific. The
    problem with the article is that it doesnt do
    enough to explain why there are effects. If you
    dont do that, you cant predict when effects
    should generalize.

27
Sample Applications 1
  • Physiotherapy
  • Use computer add-on specific to disability
  • Shaping of response specific to physical need
  • Distract from pain and boredom
  • Available without staff person
  • Cognitive Rehab
  • Perceptual disorders, conceptual, attention,
    memory, language, spatial visualization
  • Why and how does this work?

28
Sample Applications 2
  • Social skills, Impulsivity
  • Calming through diversion
  • Biofeedback and other feedback training
  • Senior citizens mixed bag of effects
  • Psychotherapy
  • Expression through fantasy
  • Diagnosis problem-solving, eye-hand
    coordination, coping, memory, etc.
  • Other similar effects

29
Raessens 8Holmes Overview
  • Hypotheses
  • Playing violent video games should produce
    negative reactions during play.
  • Boys should be more negative than girls.
  • Findings
  • Play produced positive reactions during play.
  • Girls were more negative than boys.
  • Should we be surprised? Work through the logic.

30
Findings
  • Kids show neutral or positive responses most of
    the time.
  • Wouldnt you expect that if they enjoy playing?
  • Does this preclude their being aggressive later?
  • Boys show more positive affect
  • The researchers say that this could be due to the
    boys being more experience and successful with
    game play.
  • Shouldnt they have expected that?

31
Raessens 12Wolf Video and Game Genres
  • Genre Film
  • Establishment signals to tell you the kind of
    film it is (e.g. cowboy hat).
  • Animation the actions and attitudes of
    characters
  • Intensification of conflict by conventional and
    dramatic confrontations
  • Resolution through support of conventional mores

32
Game Genres Characteristics?
  • Abstract
  • Adaptation
  • Adventure
  • Artificial Life
  • Board
  • Capturing
  • Card
  • Catching
  • Chase
  • Collecting
  • Combat
  • Demo
  • Diagnostic
  • Dodging
  • Driving
  • Educational
  • Escape
  • Fighting
  • Flying
  • Grambling
  • Interactive Movie
  • Mngmt Simulation
  • Maze
  • Obstacle Course
  • Pencil--Paper
  • Pinball
  • Platform
  • Programming
  • Puzzle
  • Quiz
  • Racing
  • Rhythm Dance
  • Role-Playing
  • Shooting
  • Simulation
  • Sports
  • Strategy
  • Table-top
  • Target
  • Text Adventure
  • Training Simulation
  • Utility
Write a Comment
User Comments (0)
About PowerShow.com